added phase 1 of gameplay and ui buttons

This commit is contained in:
Nikolai Fesenko
2025-08-29 14:31:49 +02:00
parent 98dfdfd77e
commit fbd75b3397
25 changed files with 1044 additions and 13 deletions

View File

@@ -10,6 +10,8 @@ var bullets: Array
var player1_revolver: Node3D
var player2_revolver: Node3D
var is_player1_loaded: bool = false
var is_player2_loaded: bool = false
var bullet_stack: Node3D
func _ready() -> void:
@@ -52,19 +54,37 @@ func check_unloaded_bullets():
else:
return false
func check_loaded_bullets(revolver: Node3D):
if revolver.can_be_loaded():
return true
else:
return false
func end_player_turn():
if check_unloaded_bullets():
if !is_player2_loaded:
set_state(GameState.PLAYER2_GUN_LOAD)
end_turn()
func end_enemy_turn():
if is_player1_loaded == false:
print("Player Turn")
set_state(GameState.PLAYER1_GUN_LOAD)
end_turn()
func end_turn():
if check_unloaded_bullets():
if is_player1_loaded and is_player2_loaded:
print("Phase 2")
else:
set_state(GameState.PLAYER2_UNLOAD)
print("End of Phase 1")
func end_enemy_turn():
if check_unloaded_bullets():
set_state(GameState.PLAYER1_GUN_LOAD)
else:
set_state(GameState.PLAYER1_UNLOAD)
print("End of Phase 1")
func get_enemy_revolver() -> Node3D:
return player2_revolver
func get_phase2_player_start():
var randNumb = randi_range(0,1)
if randNumb == 0:
set_state(GameState.PLAYER1_UNLOAD)
else:
set_state(GameState.PLAYER2_UNLOAD)